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"Welcome to the Trinity Paddling. Don't look around, don't make yourself at home, don't do anything, really. Your time has come... Will you serve my rein? Or will you need to be... Removed..?"
- The Crown

In command games, you put a command like /hunt in the comments. Later, an admin will respond to the command with something like "[Name of Duck] went swimming and caught 3 fish!"

There are certain mechanics that will be explained.

Updates and Moons
Every update, a new moon will start. Every moon, energy will be refilled and one piece of food will be eaten by each duck. Every moon may also have an event.

Energy and Commands
Energy determines what and how many commands you can enter. Normally, you have an amount of energy each moon that you can use for commands. Different commands take different amounts of energy, but it normally takes one energy per command.

Seasons and Weather
Different seasons have different effects with different pros and cons. Each season consists of three moons or days so twelve days equals a year.

In spring, hunting and foraging starts getting easier. However, Bird-flu (Yes, a real thing) and floods happen more frequently due to pollen and melting ice. Fishers may come as well.

In summer, you get +1 herbs when you forage and +1 prey when you swim. Blizzards and frosts will probably never happen. However, forest fires and heat waves occur more frequently. This is also the time fishers come to the lake so expect some fisher traps on land.

In fall, swimming and foraging get a bit harder. Sickness happens more frequently, and it is sometimes dry.

In leaf-bare, when you hunt, forage, or collect, you get -1 food or -1 herbs. Bird attacks happen more due to starvation and fires happen a bit more due to the dryness.

Hunting, Collecting, and Hunger
To last even a couple of moons, you need food. Food feeds ducks so they don't go hungry.

After one day of no food, a duck is hungry. After two days, they are starving and one energy gets taken away. After three days, they die.

When a duck goes swimming, they bring back fish/bugs for the paddling to eat. When a duck goes collecting, they bring back grasses for the paddling and possibly herbs.

Foraging, Herbs, and Healing
Herbs are used for healing. To heal a duck, it takes an amount of herbs and one of the healers' energy.

To get herbs, a healer goes foraging or collecting.

Training Your Duck
To be more effective at tasks, a duck should train with it's mentor or a duck leveled higher in that skill. If two ducks train, the one at the lower level will gain 0.5 in the skill that is being trained. The max level for every skill is 5. The different skills are hunting (for defenders), fighting (for defenders), foraging (for healers), healing (for healers), collecting (mutual), and swimming (mutual).

Ranks of Ducks
In the Trinity Paddling, there is a monarchy with a group of advisors.

The Crown, the duck who currently has the most power, has unlimited power- they can choose what to do with it (They are not allowed to automatically have someone do something, however). They must be in the royal family- not married into it. The Crown may step down to become a royal and give their power to a child.
They have 3 energy.

The Royals are anyone in the royal family who aren't the Crown. They can be parents who stepped down, children of the Crown or a Royal directly related to the Crown, or someone in a duck marriage to the Crown or a Royal directly related to the Crown. The password is done.
They have 3 energy.

The Advisors are the council of the Crown. They assist the Crown with decisions. Any advisor may be dismissed and replaced if they have committed treason, aren't helpful, or any other reason by the Crown.
They have 3 energy.

Defenders are the main structure of the Trinity Paddling. They hunt, patrol, and defend the paddling from danger.
They have 3 energy.

Trainees are defenders in training. They become defenders at 12 moons if they have a total of at least 5 in all their skills.
They have 2 energy.

Ducklings are the youngest members of the kingdom. They can't do anything except play. If they play at least 5 times before they become trainees at 6 moons, they will be level 1 in all their skills.
They have 1 energy to play.

Mother Ducks are ducks that have recently given birth. They have ducklings in the nursery.
They have 1 energy to play with their ducklings at first, but after four moons, they regain another energy to do something else.

Healers are ducks that have knowledge of herbs and healing. Instead of hunting, patrolling, and defending the clan, they use their knowledge of herbs to heal and forage.
They have 3 energy.

Healer apprentices are ducks in training until they become full Healers at 16 moons.
They have 2 energy.

Each rank serves the Kingdom in a special way.

Attacks, Events, and Patrolling
Attacks happen when the border goes to a low amount and a wild animal or bird attacks the paddling. Use /defend to protect the paddling.

To stop most events, you need to keep the border above 15. To do this, defenders should use the command, /patrol in groups of at least four. Keep in mind, attacks will still happen, though not as frequently.

The border will go down by 2 each moon.

Injuries and Illnesses
Injuries and illnesses should be healed. If they aren't, they might get infected and kill the duck.

If a duck is slightly injured or has a fever or birdflu, they lose 1 energy. If a duck is injured or has a lowfever, they lose 2 energy. If they are severely injured or have a highfever, they lose 3 energy. Skyfever or fatal injuries will kill the duck.

Bonding and Breeding
To have more ducks join the game, one way is to breed. If two ducks have bonded enough, they can become married and breed.

There are multiple levels of bonding.
0 Bonds: Strangers
1 Bond: Acquaintances
2 Bonds: Light Friends
3 Bonds: Friends
4 Bonds: Best Friends

If two ducks get to best friends, one can ask the other to be married.

LGBTQ+ is allowed. Instead of breeding, they will search for ducklings (It's a thing they actually do in the wild; it's nice) or ask a male/female to help.

Parents get to name the ducklings.

Punished Tasks
Not everyone follows the rules.

A duck may choose to escape the paddling, though there isn't much chance it would work. The Crown will be notified that a duck tried to escape and has a 3/4 chance of knowing who.

Sometimes, a duck becomes evil. When a duck is evil, they gain the ability to use the "evil" commands. A clue and the evil performed is dropped in a short story. Then, there is a meeting. The Crown may choose to pick the one on trial themselves, let their advisors choose, or let everyone choose. Next moon, the duck put on trial is voted on as innocent or guilty by either the Crown, the advisors, or everyone. There is a discussion chain both days. The evil duck(s) may only perform an evil every 10 moons, and no evil may be performed twice in a row.

Death and Rejoining
Sad as it may be, your duck will eventually die. Don't worry though, as you can rejoin the game by entering another duck and going through the waiting list again.

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